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Comparing deliantra/server/common/map.C (file contents):
Revision 1.161 by root, Mon Oct 12 21:27:55 2009 UTC vs.
Revision 1.211 by root, Sat May 7 14:13:48 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "loader.h"
29#include "path.h" 28#include "path.h"
29
30//+GPL
30 31
31sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
32 33
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
76 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
77 * have already checked this. 78 * have already checked this.
78 */ 79 */
79 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
80 { 81 {
81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
82 return 1; 83 return 1;
83 } 84 }
84 85
85 /* Save some cycles - instead of calling get_map_flags(), just get the value
86 * directly.
87 */
88 mapspace &ms = m->at (sx, sy); 86 mapspace &ms = m->at (sx, sy);
89 87
90 int mflags = ms.flags (); 88 int mflags = ms.flags ();
91 int blocked = ms.move_block; 89 int blocked = ms.move_block;
92 90
93 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
94 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
95 * things we need to do for players. 93 * things we need to do for players.
96 */ 94 */
97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
98 return 0; 96 return 0;
99 97
100 /* if there isn't anything alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
101 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
102 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
112 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
113 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
114 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
115 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
116 */ 114 */
117 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
118 { 116 {
119 /* This must be before the checks below. Code for inventory checkers. */ 117 if (OB_MOVE_BLOCK (ob, tmp))
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 { 118 {
122 bool have = check_inv_recursive (ob, tmp); 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
123 120 if (RESULT_INT (0))
124 /* If last_sp is set, the player/monster needs an object, 121 return 1;
125 * so we check for it. If they don't have it, they can't
126 * pass through this space.
127 */ 122 else
128 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
129 { 126 {
130 if (!have) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
131 return 1;
132 }
133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
131 return 1; 141 return 1;
132 } 142 }
133 else 143 else
134 { 144 return 1; // unconditional block
135 /* In this case, the player must not have the object - 145
136 * if they do, they can't pass through.
137 */
138 if (have)
139 return 1;
140 }
141 }
142 else 146 } else {
143 { 147 // space does not block the ob, directly, but
144 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
145 * this more readable. first check - if the space blocks 149 // blocks anything
146 * movement, can't move here.
147 * second - if a monster, can't move there, unless it is a
148 * dm.
149 */
150 if (OB_MOVE_BLOCK (ob, tmp))
151 return 1;
152 150
153 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
154 && tmp->head_ () != ob
155 && tmp != ob
156 && tmp->type != DOOR 152 && tmp->type != DOOR
157 && !tmp->flag [FLAG_WIZ]) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
158 return 1; 154 return 1;
159 } 155 }
160 } 156 }
161 157
162 return 0; 158 return 0;
163} 159}
164 160
165/* 161/*
166 * Returns qthe blocking object if the given object can't fit in the given 162 * Returns the blocking object if the given object can't fit in the given
167 * spot. This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
168 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
169 * of object. This function goes through all the parts of the multipart 165 * of object. This function goes through all the parts of the multipart
170 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
171 * 167 *
218 } 214 }
219 215
220 return 0; 216 return 0;
221} 217}
222 218
223/* When the map is loaded, load_object does not actually insert objects 219//-GPL
224 * into inventory, but just links them. What this does is go through
225 * and insert them properly.
226 * The object 'container' is the object that contains the inventory.
227 * This is needed so that we can update the containers weight.
228 */
229void
230fix_container (object *container)
231{
232 object *tmp = container->inv, *next;
233
234 container->inv = 0;
235 while (tmp)
236 {
237 next = tmp->below;
238 if (tmp->inv)
239 fix_container (tmp);
240
241 insert_ob_in_ob (tmp, container);
242 tmp = next;
243 }
244
245 // go through and calculate what all the containers are carrying.
246 //TODO: remove
247 container->update_weight ();
248}
249 220
250void 221void
251maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
252{ 223{
253 if (!spaces) 224 if (!spaces)
268 239
269 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
270 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
271 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
272} 243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
273 259
274/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
275 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
276 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
277 * they are saved). 263 * they are saved).
305 op = op->above; 291 op = op->above;
306 } 292 }
307 } 293 }
308} 294}
309 295
296//-GPL
297
310/* 298/*
311 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
312 * file pointer. 300 * file pointer.
313 */ 301 */
314bool 302bool
323 case KW_arch: 311 case KW_arch:
324 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
325 { 313 {
326 // TODO: why? 314 // TODO: why?
327 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
328 op->update_weight (); 318 op->update_weight ();
319 }
329 320
330 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
331 { 322 {
332 // we insert manually because 323 // we insert manually because
333 // a) its way faster 324 // a) its way faster
370} 361}
371 362
372void 363void
373maptile::activate () 364maptile::activate ()
374{ 365{
375 if (spaces) 366 if (state != MAP_INACTIVE)
367 return;
368
376 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
377 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
378 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
379} 376}
380 377
381void 378void
382maptile::deactivate () 379maptile::deactivate ()
383{ 380{
384 if (spaces) 381 if (state != MAP_ACTIVE)
382 return;
383
385 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
386 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
387 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
388} 389}
389 390
390bool 391bool
391maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
392{ 393{
433 return false; 434 return false;
434 435
435 return freezer.save (path); 436 return freezer.save (path);
436} 437}
437 438
438maptile::maptile () 439void
440maptile::init ()
439{ 441{
440 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
441 443
442 /* The maps used to pick up default x and y values from the 444 /* The maps used to pick up default x and y values from the
443 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
444 */ 446 */
445 width = 16; 447 width = 16;
446 height = 16; 448 height = 16;
447 timeout = 300; 449 timeout = 300;
448 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
449 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
450}
451
452maptile::maptile (int w, int h)
453{
454 in_memory = MAP_SWAPPED;
455
456 width = w;
457 height = h;
458 reset_timeout = 0; 452 reset_timeout = 0;
459 timeout = 300;
460 enter_x = 0; 453 enter_x = 0;
461 enter_y = 0; 454 enter_y = 0;
455}
456
457maptile::maptile ()
458{
459 init ();
460}
461
462maptile::maptile (int w, int h)
463{
464 init ();
465
466 width = w;
467 height = h;
462 468
463 alloc (); 469 alloc ();
464} 470}
465 471
466/* 472/*
474 if (spaces) 480 if (spaces)
475 return; 481 return;
476 482
477 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
478} 484}
485
486//+GPL
479 487
480/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
481 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
482 * at a later date. 490 * at a later date.
483 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
560 return items; 568 return items;
561} 569}
562 570
563/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
564 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
565static void 573static const char *
566print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
567{ 575{
568 int i; 576 static dynbuf_text buf; buf.clear ();
569 char tmp[MAX_BUF]; 577 bool first = true;
570 578
571 strcpy (output_string, "");
572 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
573 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
574 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
575 { 587 {
576 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
577 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
578 else 590 else
579 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
580 } 592 }
581 else 593 else
582 { 594 {
583 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
584 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
585 else 597 else
586 sprintf (tmp, "*"); 598 buf.printf ("*");
587 } 599 }
588
589 strcat (output_string, tmp);
590 } 600 }
601
602 return buf;
591} 603}
604
605//-GPL
592 606
593/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
594 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
595 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
596 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
610 { 624 {
611 case KW_msg: 625 case KW_msg:
612 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
613 break; 627 break;
614 628
615 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
616 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
617 break; 631 break;
618 632
619 case KW_maplore: 633 case KW_maplore:
620 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
637 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
638 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
639 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
640 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
641 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
642 case KW_temp: thawer.get (temp); break;
643 case KW_pressure: thawer.get (pressure); break;
644 case KW_humid: thawer.get (humid); break;
645 case KW_windspeed: thawer.get (windspeed); break;
646 case KW_winddir: thawer.get (winddir); break;
647 case KW_sky: thawer.get (sky); break;
648 656
649 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
650 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
651 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
652 case KW_no_drop: thawer.get (no_drop); break; 660 case KW_no_drop: thawer.get (no_drop); break;
653 661
654 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
655 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
656 664
657 // old names new names 665 // old names new names
658 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
659 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
667 675
668 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
669 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
670 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
671 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 case KW_tile_path_5: thawer.get (tile_path [4]); break;
681 case KW_tile_path_6: thawer.get (tile_path [5]); break;
672 682
673 case KW_ERROR: 683 case KW_ERROR:
674 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
675 break; 685 break;
676 686
677 case KW_end: 687 case KW_end:
678 thawer.next (); 688 thawer.next ();
679 return true; 689 return true;
680 690
681 default: 691 default:
682 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
683 return false; 693 return false;
684 break; 694 break;
685 } 695 }
686 696
687 thawer.next (); 697 thawer.next ();
688 } 698 }
689 699
690 abort (); 700 abort ();
691} 701}
702
703//+GPL
692 704
693/****************************************************************************** 705/******************************************************************************
694 * This is the start of unique map handling code 706 * This is the start of unique map handling code
695 *****************************************************************************/ 707 *****************************************************************************/
696 708
703 int unique = 0; 715 int unique = 0;
704 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
705 { 717 {
706 object *above = op->above; 718 object *above = op->above;
707 719
708 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
709 unique = 1; 721 unique = 1;
710 722
711 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
712 op->destroy (); 724 op->destroy ();
713 725
714 op = above; 726 op = above;
715 } 727 }
716 } 728 }
717} 729}
718 730
731//-GPL
732
719bool 733bool
720maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
721{ 735{
722#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
723#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
724 738
725 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
726 740
727 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
728 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
729 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
730 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
731 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
732 MAP_OUT (no_reset); 746 MAP_OUT (no_reset);
733 MAP_OUT (no_drop); 747 MAP_OUT (no_drop);
734 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
735
736 if (default_region) MAP_OUT2 (region, default_region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
737 750
738 if (shopitems) 751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
739 {
740 char shop[MAX_BUF];
741 print_shop_string (this, shop);
742 MAP_OUT2 (shopitems, shop);
743 }
744
745 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
746 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
747 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
748 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
749 MAP_OUT (darkness); 756
750 MAP_OUT (width); 757 MAP_OUT (width);
751 MAP_OUT (height); 758 MAP_OUT (height);
752 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
753 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
754 761 MAP_OUT (darkness);
755 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
756 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
757
758 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
759 MAP_OUT (temp); 763
760 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
761 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
762 MAP_OUT (windspeed);
763 MAP_OUT (winddir);
764 MAP_OUT (sky);
765 766
766 MAP_OUT (per_player); 767 MAP_OUT (per_player);
767 MAP_OUT (per_party); 768 MAP_OUT (per_party);
768 769
769 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
770 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
771 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
772 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
774 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
775 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
773 776
774 freezer.put (this); 777 freezer.put (this);
775 freezer.put (KW_end); 778 freezer.put (KW(end));
776 779
777 return true; 780 return true;
778} 781}
779 782
780bool 783bool
785 if (!_save_header (freezer)) 788 if (!_save_header (freezer))
786 return false; 789 return false;
787 790
788 return freezer.save (path); 791 return freezer.save (path);
789} 792}
793
794//+GPL
790 795
791/* 796/*
792 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
793 */ 798 */
794void 799void
832 msg = 0; 837 msg = 0;
833 maplore = 0; 838 maplore = 0;
834 shoprace = 0; 839 shoprace = 0;
835 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
836 841
837 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
838 tile_path [i] = 0; 843 tile_path [i] = 0;
839} 844}
840 845
841maptile::~maptile () 846maptile::~maptile ()
842{ 847{
849 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
850 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
851 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
852 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
853 */ 858 */
854 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
855 if (tile_map[i] == m) 860 if (tile_map[i] == m)
856 tile_map[i] = 0; 861 tile_map[i] = 0;
857} 862}
858 863
859void 864void
863 868
864 clear (); 869 clear ();
865} 870}
866 871
867/* decay and destroy perishable items in a map */ 872/* decay and destroy perishable items in a map */
873// TODO: should be done regularly, not on map load?
868void 874void
869maptile::do_decay_objects () 875maptile::do_decay_objects ()
870{ 876{
871 if (!spaces) 877 if (!spaces)
872 return; 878 return;
874 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above) 881 for (object *above, *op = ms->bot; op; op = above)
876 { 882 {
877 above = op->above; 883 above = op->above;
878 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
879 bool destroy = 0; 889 bool destroy = 0;
880 890
881 // do not decay anything above unique floor tiles (yet :) 891 if (op->flag [FLAG_IS_FLOOR]
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 892 || op->flag [FLAG_OBJ_ORIGINAL]
883 break; 893 || op->flag [FLAG_UNIQUE]
884 894 || op->flag [FLAG_OVERLAY_FLOOR]
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 895 || op->flag [FLAG_UNPAID]
886 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
887 || QUERY_FLAG (op, FLAG_UNIQUE)
888 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
889 || QUERY_FLAG (op, FLAG_UNPAID)
890 || op->is_alive ()) 896 || op->is_alive ())
891 ; // do not decay 897 ; // do not decay
892 else if (op->is_weapon ()) 898 else if (op->is_weapon ())
893 { 899 {
894 op->stats.dam--; 900 op->stats.dam--;
919 || mat & M_LIQUID 925 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1) 926 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1) 927 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32)) 930 //|| (mat & M_ICE && temp > 32)
931 )
925 destroy = 1; 932 destroy = 1;
926 } 933 }
927 934
928 /* adjust overall chance below */ 935 /* adjust overall chance below */
929 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
949 sint64 total_exp = 0; 956 sint64 total_exp = 0;
950 957
951 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
952 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
953 { 960 {
954 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
955 { 962 {
956 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
957 monster_cnt++; 964 monster_cnt++;
958 } 965 }
959 966
960 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
961 { 968 {
962 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
963 970
964 if (archetype *at = op->other_arch) 971 if (archetype *at = op->other_arch)
965 { 972 {
1020 */ 1027 */
1021void 1028void
1022mapspace::update_ () 1029mapspace::update_ ()
1023{ 1030{
1024 object *last = 0; 1031 object *last = 0;
1025 uint8 flags = P_UPTODATE, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1026 sint8 light = 0; 1033 sint8 light = 0;
1027 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1028 1039
1029 //object *middle = 0; 1040 //object *middle = 0;
1030 //object *top = 0; 1041 //object *top = 0;
1031 //object *floor = 0; 1042 //object *floor = 0;
1032 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1033 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1034 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1035 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1036 1049
1037 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1038 { 1051 {
1039 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1040 light += tmp->glow_radius; 1053 light += tmp->glow_radius;
1045 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1046 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1047 * 1060 *
1048 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1049 */ 1062 */
1050 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1051 { 1064 {
1052 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1053 top = tmp; 1066 top = tmp;
1054 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1055 { 1068 {
1056 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1057 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1058 */ 1071 */
1059 middle = 0; 1072 middle = 0;
1060 top = 0; 1073 top = 0;
1061 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1062 } 1077 }
1063 /* Flag anywhere have high priority */ 1078 else
1064 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1065 { 1079 {
1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1085
1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1066 middle = tmp; 1097 middle = tmp;
1067 anywhere = 1; 1098 }
1068 } 1099 }
1069
1070 /* Find the highest visible face around. If equal
1071 * visibilities, we still want the one nearer to the
1072 * top
1073 */
1074 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1075 middle = tmp;
1076 }
1077
1078 if (tmp == tmp->above)
1079 {
1080 LOG (llevError, "Error in structure of map\n");
1081 exit (-1);
1082 } 1100 }
1083 1101
1084 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1085 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1086 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1087 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1088 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1089 1107
1090 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1091 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1092 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1093 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1094 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1095 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1096 } 1112 }
1113
1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1097 1123
1098 this->light = min (light, MAX_LIGHT_RADIUS); 1124 this->light = min (light, MAX_LIGHT_RADIUS);
1099 this->flags_ = flags; 1125 this->flags_ = flags;
1100 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1101 this->move_on = move_on; 1127 this->move_on = move_on;
1102 this->move_off = move_off; 1128 this->move_off = move_off;
1103 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1104 1132
1105 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
1106 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
1107 * this point. 1135 * this point.
1108 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1126 */ 1154 */
1127 1155
1128 for (object *tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1129 { 1157 {
1130 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1131 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1132 break; 1160 break;
1133 1161
1134 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1135 if (top && middle) 1163 if (top && middle)
1136 break; 1164 break;
1167 middle = 0; 1195 middle = 0;
1168 1196
1169 if (top == middle) 1197 if (top == middle)
1170 middle = 0; 1198 middle = 0;
1171 1199
1200 // dire hack to handle "transparent" floors - currently only open_space
1201 if (floor && floor->arch->archname == shstr_quad_open_space)
1202 {
1203 floor->set_anim_frame (0);
1204
1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1206 {
1207 // mirror the floor - very unreliable because usually outdated,
1208 // but somewhta works because floors do not change often :/
1209 mapspace &ms = m->at (floor->x, floor->y);
1210 ms.update ();
1211
1212 if (object *floor2 = ms.faces_obj [2])
1213 if (floor2->arch->archname != shstr_quad_open_space && !middle)
1214 {
1215 floor->set_anim_frame (1);
1216 middle = floor;
1217 floor = floor2;
1218 }
1219 }
1220 }
1221
1172#if 0 1222#if 0
1173 faces_obj [0] = top; 1223 faces_obj [0] = top;
1174 faces_obj [1] = middle; 1224 faces_obj [1] = middle;
1175 faces_obj [2] = floor; 1225 faces_obj [2] = floor;
1176#endif 1226#endif
1177} 1227}
1178 1228
1179uint64
1180mapspace::volume () const
1181{
1182 uint64 vol = 0;
1183
1184 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1185 vol += op->volume ();
1186
1187 return vol;
1188}
1189
1190maptile * 1229maptile *
1191maptile::tile_available (int dir, bool load) 1230maptile::tile_available (int dir, bool load)
1192{ 1231{
1193 if (tile_path[dir]) 1232 if (tile_path[dir])
1194 { 1233 {
1234 // map is there and we don't need to load it OR it's loaded => return what we have
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1235 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1196 return tile_map[dir]; 1236 return tile_map[dir];
1197 1237
1238 // well, try to locate it then, if possible - maybe it's there already
1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1239 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199 return tile_map[dir]; 1240 return tile_map[dir];
1200 } 1241 }
1201 1242
1202 return 0; 1243 return 0;
1314/** 1355/**
1315 * Return whether map2 is adjacent to map1. If so, store the distance from 1356 * Return whether map2 is adjacent to map1. If so, store the distance from
1316 * map1 to map2 in dx/dy. 1357 * map1 to map2 in dx/dy.
1317 */ 1358 */
1318int 1359int
1319adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1360adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1320{ 1361{
1321 if (!map1 || !map2) 1362 if (!map1 || !map2)
1322 return 0; 1363 return 0;
1323 1364
1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1365 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1326 if (map1 == map2) 1367 if (map1 == map2)
1327 { 1368 {
1328 *dx = 0; 1369 *dx = 0;
1329 *dy = 0; 1370 *dy = 0;
1330 } 1371 }
1331 else if (map1->tile_map[0] == map2) 1372 else if (map1->tile_available (TILE_NORTH, false) == map2)
1332 { /* up */ 1373 {
1333 *dx = 0; 1374 *dx = 0;
1334 *dy = -map2->height; 1375 *dy = -map2->height;
1335 } 1376 }
1336 else if (map1->tile_map[1] == map2) 1377 else if (map1->tile_available (TILE_EAST , false) == map2)
1337 { /* right */ 1378 {
1338 *dx = map1->width; 1379 *dx = map1->width;
1339 *dy = 0; 1380 *dy = 0;
1340 } 1381 }
1341 else if (map1->tile_map[2] == map2) 1382 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1342 { /* down */ 1383 {
1343 *dx = 0; 1384 *dx = 0;
1344 *dy = map1->height; 1385 *dy = map1->height;
1345 } 1386 }
1346 else if (map1->tile_map[3] == map2) 1387 else if (map1->tile_available (TILE_WEST , false) == map2)
1347 { /* left */ 1388 {
1348 *dx = -map2->width; 1389 *dx = -map2->width;
1349 *dy = 0; 1390 *dy = 0;
1350 } 1391 }
1351 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1392 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1352 { /* up right */ 1393 { /* up right */
1353 *dx = map1->tile_map[0]->width; 1394 *dx = +map1->tile_map[TILE_NORTH]->width;
1354 *dy = -map1->tile_map[0]->height; 1395 *dy = -map1->tile_map[TILE_NORTH]->height;
1355 } 1396 }
1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1397 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1357 { /* up left */ 1398 { /* up left */
1358 *dx = -map2->width; 1399 *dx = -map2->width;
1359 *dy = -map1->tile_map[0]->height; 1400 *dy = -map1->tile_map[TILE_NORTH]->height;
1360 } 1401 }
1361 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1402 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1362 { /* right up */ 1403 { /* right up */
1363 *dx = map1->width; 1404 *dx = +map1->width;
1364 *dy = -map2->height; 1405 *dy = -map2->height;
1365 } 1406 }
1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1407 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1367 { /* right down */ 1408 { /* right down */
1368 *dx = map1->width; 1409 *dx = +map1->width;
1369 *dy = map1->tile_map[1]->height; 1410 *dy = +map1->tile_map[TILE_EAST]->height;
1370 } 1411 }
1371 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1412 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1372 { /* down right */ 1413 { /* down right */
1373 *dx = map1->tile_map[2]->width; 1414 *dx = +map1->tile_map[TILE_SOUTH]->width;
1374 *dy = map1->height; 1415 *dy = +map1->height;
1375 } 1416 }
1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1417 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1377 { /* down left */ 1418 { /* down left */
1378 *dx = -map2->width; 1419 *dx = -map2->width;
1379 *dy = map1->height; 1420 *dy = +map1->height;
1380 } 1421 }
1381 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1422 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1382 { /* left up */ 1423 { /* left up */
1383 *dx = -map1->tile_map[3]->width; 1424 *dx = -map1->tile_map[TILE_WEST]->width;
1384 *dy = -map2->height; 1425 *dy = -map2->height;
1385 } 1426 }
1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1427 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1387 { /* left down */ 1428 { /* left down */
1388 *dx = -map1->tile_map[3]->width; 1429 *dx = -map1->tile_map[TILE_WEST]->width;
1389 *dy = map1->tile_map[3]->height; 1430 *dy = +map1->tile_map[TILE_WEST]->height;
1390 } 1431 }
1391 else 1432 else
1392 return 0; 1433 return 0;
1393 1434
1394 return 1; 1435 return 1;
1430 * 1471 *
1431 * currently, the only flag supported (0x1) is don't translate for 1472 * currently, the only flag supported (0x1) is don't translate for
1432 * closest body part of 'op1' 1473 * closest body part of 'op1'
1433 */ 1474 */
1434void 1475void
1435get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1476get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1436{ 1477{
1437 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1478 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1438 { 1479 {
1439 /* be conservative and fill in _some_ data */ 1480 /* be conservative and fill in _some_ data */
1440 retval->distance = 10000; 1481 retval->distance = 10000;
1441 retval->distance_x = 10000; 1482 retval->distance_x = 10000;
1442 retval->distance_y = 10000; 1483 retval->distance_y = 10000;
1443 retval->direction = 0; 1484 retval->direction = 0;
1444 retval->part = 0; 1485 retval->part = 0;
1445 } 1486 }
1446 else 1487 else
1447 { 1488 {
1448 object *best;
1449
1450 retval->distance_x += op2->x - op1->x; 1489 retval->distance_x += op2->x - op1->x;
1451 retval->distance_y += op2->y - op1->y; 1490 retval->distance_y += op2->y - op1->y;
1452 1491
1453 best = op1; 1492 object *best = op1;
1493
1454 /* If this is multipart, find the closest part now */ 1494 /* If this is multipart, find the closest part now */
1455 if (!(flags & 0x1) && op1->more) 1495 if (!(flags & 1) && op1->more)
1456 { 1496 {
1457 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1497 int best_distance = idistance (retval->distance_x, retval->distance_y);
1458 1498
1459 /* we just take the offset of the piece to head to figure 1499 /* we just take the offset of the piece to head to figure
1460 * distance instead of doing all that work above again 1500 * distance instead of doing all that work above again
1461 * since the distance fields we set above are positive in the 1501 * since the distance fields we set above are positive in the
1462 * same axis as is used for multipart objects, the simply arithmetic 1502 * same axis as is used for multipart objects, the simply arithmetic
1463 * below works. 1503 * below works.
1464 */ 1504 */
1465 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1505 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1466 { 1506 {
1467 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1507 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1468 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1508
1469 if (tmpi < best_distance) 1509 if (tmpi < best_distance)
1470 { 1510 {
1471 best_distance = tmpi; 1511 best_distance = tmpi;
1472 best = tmp; 1512 best = tmp;
1473 } 1513 }
1474 } 1514 }
1475 1515
1476 if (best != op1) 1516 if (best != op1)
1477 { 1517 {
1478 retval->distance_x += op1->x - best->x; 1518 retval->distance_x += op1->x - best->x;
1479 retval->distance_y += op1->y - best->y; 1519 retval->distance_y += op1->y - best->y;
1480 } 1520 }
1481 } 1521 }
1482 1522
1483 retval->part = best; 1523 retval->part = best;
1484 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1524 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1485 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1525 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1486 } 1526 }
1487} 1527}
1488 1528
1489/* this is basically the same as get_rangevector above, but instead of 1529/* this is basically the same as get_rangevector above, but instead of
1490 * the first parameter being an object, it instead is the map 1530 * the first parameter being an object, it instead is the map
1495 * be more consistant with the above function and also in case they are needed 1535 * be more consistant with the above function and also in case they are needed
1496 * for something in the future. Also, since no object is pasted, the best 1536 * for something in the future. Also, since no object is pasted, the best
1497 * field of the rv_vector is set to NULL. 1537 * field of the rv_vector is set to NULL.
1498 */ 1538 */
1499void 1539void
1500get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1540get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1501{ 1541{
1502 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1542 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1503 { 1543 {
1504 /* be conservative and fill in _some_ data */ 1544 /* be conservative and fill in _some_ data */
1505 retval->distance = 100000; 1545 retval->distance = 100000;
1506 retval->distance_x = 32767; 1546 retval->distance_x = 32767;
1507 retval->distance_y = 32767; 1547 retval->distance_y = 32767;
1508 retval->direction = 0; 1548 retval->direction = 0;
1509 retval->part = 0; 1549 retval->part = 0;
1510 } 1550 }
1511 else 1551 else
1512 { 1552 {
1513 retval->distance_x += op2->x - x; 1553 retval->distance_x += op2->x - x;
1514 retval->distance_y += op2->y - y; 1554 retval->distance_y += op2->y - y;
1515 1555
1516 retval->part = 0; 1556 retval->part = 0;
1517 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1557 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1518 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1558 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1519 } 1559 }
1520} 1560}
1521 1561
1522/* Returns true of op1 and op2 are effectively on the same map 1562/* Returns true of op1 and op2 are effectively on the same map
1523 * (as related to map tiling). Note that this looks for a path from 1563 * (as related to map tiling). Note that this looks for a path from
1533 int dx, dy; 1573 int dx, dy;
1534 1574
1535 return adjacent_map (op1->map, op2->map, &dx, &dy); 1575 return adjacent_map (op1->map, op2->map, &dx, &dy);
1536} 1576}
1537 1577
1578//-GPL
1579
1538object * 1580object *
1539maptile::insert (object *op, int x, int y, object *originator, int flags) 1581maptile::insert (object *op, int x, int y, object *originator, int flags)
1540{ 1582{
1541 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1583 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1542} 1584}
1553 if (default_region) 1595 if (default_region)
1554 return default_region; 1596 return default_region;
1555 1597
1556 return ::region::default_region (); 1598 return ::region::default_region ();
1557} 1599}
1600
1601//+GPL
1558 1602
1559/* picks a random object from a style map. 1603/* picks a random object from a style map.
1560 */ 1604 */
1561object * 1605object *
1562maptile::pick_random_object (rand_gen &gen) const 1606maptile::pick_random_object (rand_gen &gen) const
1569 */ 1613 */
1570 for (int i = 1000; --i;) 1614 for (int i = 1000; --i;)
1571 { 1615 {
1572 object *pick = at (gen (width), gen (height)).bot; 1616 object *pick = at (gen (width), gen (height)).bot;
1573 1617
1574 // do not prefer big monsters just because they are big. 1618 // must be head: do not prefer big monsters just because they are big.
1575 if (pick && pick->is_head ()) 1619 if (pick && pick->is_head ())
1576 return pick->head_ (); 1620 return pick;
1577 } 1621 }
1578 1622
1579 // instead of crashing in the unlikely(?) case, try to return *something* 1623 // instead of crashing in the unlikely(?) case, try to return *something*
1580 return archetype::find ("bug"); 1624 return archetype::find (shstr_bug);
1581} 1625}
1626
1627//-GPL
1582 1628
1583void 1629void
1584maptile::play_sound (faceidx sound, int x, int y) const 1630maptile::play_sound (faceidx sound, int x, int y) const
1585{ 1631{
1586 if (!sound) 1632 if (!sound)
1613 if (distance <= MAX_SOUND_DISTANCE) 1659 if (distance <= MAX_SOUND_DISTANCE)
1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1660 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615 } 1661 }
1616} 1662}
1617 1663
1664dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1665
1618static void 1666static void
1619split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1667split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1620{ 1668{
1621 // clip to map to the left 1669 // clip to map to the left
1622 if (x0 < 0) 1670 if (x0 < 0)
1623 { 1671 {
1624 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1672 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1625 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1673 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1626 1674
1627 if (x1 < 0) // entirely to the left 1675 if (x1 < 0) // entirely to the left
1628 return; 1676 return;
1629 1677
1631 } 1679 }
1632 1680
1633 // clip to map to the right 1681 // clip to map to the right
1634 if (x1 > m->width) 1682 if (x1 > m->width)
1635 { 1683 {
1636 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1684 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1637 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1685 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1638 1686
1639 if (x0 > m->width) // entirely to the right 1687 if (x0 > m->width) // entirely to the right
1640 return; 1688 return;
1641 1689
1643 } 1691 }
1644 1692
1645 // clip to map above 1693 // clip to map above
1646 if (y0 < 0) 1694 if (y0 < 0)
1647 { 1695 {
1648 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1696 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1649 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1697 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1650 1698
1651 if (y1 < 0) // entirely above 1699 if (y1 < 0) // entirely above
1652 return; 1700 return;
1653 1701
1655 } 1703 }
1656 1704
1657 // clip to map below 1705 // clip to map below
1658 if (y1 > m->height) 1706 if (y1 > m->height)
1659 { 1707 {
1660 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1708 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1661 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1709 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1662 1710
1663 if (y0 > m->height) // entirely below 1711 if (y0 > m->height) // entirely below
1664 return; 1712 return;
1665 1713
1677 r->dx = dx; 1725 r->dx = dx;
1678 r->dy = dy; 1726 r->dy = dy;
1679} 1727}
1680 1728
1681maprect * 1729maprect *
1682maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1730maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1683{ 1731{
1684 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1685 buf.clear (); 1732 buf.clear ();
1686 1733
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1734 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688 1735
1689 // add end marker 1736 // add end marker

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